This modification offers an alternative gameplay to Tiberian Wars involving many Tiberian Sun units which many CnC fans (like me) missing in vanilla CNC3 and add even new my made units which you can't find anywhere else. Story is quite the same like Tiberian Wars, but is all about what if GDI and Nod do not abandon technologies they have used in Tiberian Sun era and instead of that further developed them. But it's not only that, there are many visual, sound and balance changes which I want to see and hear in my mod, new sounds, new music, new effects (like blood and gore, new infantry deaths, new more realistic missile trails) and many more.

I have been busy since last update so for those who thought this mod is dying or something this should be clear proof its very alive. Version 1.5 is getting final shape, but it still takes some time until is ready to release. Meanwhile you can enjoy new media and other stuff made by me, my team members and community.

Before we start today I want to apologize I wasn't here for so long time, my internet connection was down for some time and I have had very limited access to internet, but everything is ok now so let´s go on news.

As you can see on new pictures I have been busy since last update so for those who thought this mod is dying or something this should be clear proof its very alive. Version 1.5 is getting final shape, but it still takes some time until is ready to release. Meanwhile you can enjoy new media and other stuff made by me, my team members and community.

With some Rimtech's help I have created new layout for Tiberium Essence promo pictures which I hope will be expanded in to tiberium essence manual, sort of quick data sheet with basic information about all TE units. For now take a look on first test for GDI, Nod and Neutral and feel free to post your suggestions.

In tiberium essence is a very little place for completely new units so I have focused on improving particular models, new abilities new upgrades and overall balance. Today introducing new models is for Titan, Wolverine, Stealth tank and Tiberium. New Harpy MKII is not addition to nod arsenal, but rather replacement for nod venom. I do this because some people really dislike original Venom model and I also want to add new upgrades and new ability to Harpy(Venom) which is always easier with my own model. Right now I'm testing new ability - microwave pulse. High energy microwaves can overload and damages electronic systems of aircraft or hurt pilot or do something similar to scrin ships so I think it's the right ability for nod. In game it works like targeted special ability that damages and slows enemy aircraft. Best used on scrin capital ships like Planetary Assault Carrier. With some micro you can hit hard scrin fleet even with tiny Harpy. But it's too soon to say how much effective this ability will be, it might not survive to final.

Vlado made new track for tiberium essence which will be featured in v1.5 and this time its action track. He's been working very hard on this particular track so I hope you will like it as I do :) You can listen to it in TE videos section here on moddb (should be on front page for now too).

And finally news from cnc comunity. Guys at Tiberium videos production was also busy in past months and made more unit profiles of TE units. Playmsbk, Starfox100 and ik008 have done great job on this, its worth of reading and you should not miss that.
Here is link to main page of TVP.Moddb.com

That is all for now but i promise more interesting stuff is coming.

You can also visit Tiberium essence forum on Project Perfect Mod.Ppmsite.com
and for Czech and Slovak fans blog is this site.Cac.oox.cz

I have a suggestion, it could be time consuming and awkward but would be very interesting.
You could add the Redeemer and Redeemer Engineering Facility to the Nod arsenal. To counter-balance the unfairness of them also having the Cyborg Commando you could add a special GDI commando version of Havok from Renegade who is featured in the write up for the Mammoth Mk II in the intelligence database. It would be greatly time consuming, annoying and frustrating but I would leave to take the Mammoth Mk II one on one with the Nod Redeemer.
If I were any good at modding I'd be making my own mod right now because I have the base ideas and even more complex concepts in reference to upgrades but sadly I have no way to mod Kane's Wrath =/
I know it will probably be an impossible task but if you don't ask then you don't get. It just puts me one step closer to my dream of taking the Mark II against the Redeemer!

I agree with this, the Cyborg Commando is strong but is very weak and can be killed easily by Aircraft and heavy anti infantry weapons, adding the Redeemer would greatly improve Nod's chances of countering the Mammoth MKII and even the Conqueror who can out gun the MKII when fully upgraded and can make sort work of anything ground based.

I don´t wan´t to make you sad, but Carnius already said no for any unit from KW. And the Redeemer never really fitted with NOD. They are much more guerrilla stile, and not spammers as EA made them in C&C3. And a really big thing would call to much attention.

or maybe adding a crablike robot that has the lower section of redeemer and a shell on top. with missiles popping out from launcher holes on top and some lazers on the bottom, and stealth.this would make a good epic unit.